160 lines
4.7 KiB
C
160 lines
4.7 KiB
C
/**
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* Copyright (c) 2021 Dominic Masters
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*
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* This software is released under the MIT License.
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* https://opensource.org/licenses/MIT
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*/
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#include "vncharacter.h"
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void vnCharacterInit(
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vncharacter_t *character, texture_t *texture,
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int32_t baseWidth, int32_t baseHeight,
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int32_t faceX, int32_t faceY,
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int32_t faceWidth, int32_t faceHeight
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) {
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character->x = 0;
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character->y = 0;
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character->z = 0;
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character->yaw = 0;
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character->pitch = 0;
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character->roll = 0;
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character->scaleX = 1;
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character->scaleY = 1;
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character->texture = texture;
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character->talking = false;
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character->blinkStart = 0;
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character->baseWidth = baseWidth;
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character->baseHeight = baseHeight;
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character->faceX = faceX;
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character->faceY = faceY;
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character->faceWidth = faceWidth;
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character->faceHeight = faceHeight;
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character->emotion = VN_CHARACTER_EMOTION_HAPPY;
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// Init the primitive.
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primitiveInit(&character->primitive,
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QUAD_VERTICE_COUNT * VN_CHARACTER_QUAD_COUNT,
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QUAD_INDICE_COUNT * VN_CHARACTER_QUAD_COUNT
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);
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// Buffer the base quad, this never changes (currently)
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_vnCharacterBuffer(character, 0, 0, baseWidth, baseHeight, 0, 0, 0);
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_vnCharacterFaceBuffer(character, 0, VN_CHARACTER_QUAD_EYEBROWS);
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_vnCharacterFaceBuffer(character, 0, VN_CHARACTER_QUAD_EYES);
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_vnCharacterFaceBuffer(character, 0, VN_CHARACTER_QUAD_MOUTH);
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}
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void _vnCharacterBuffer(vncharacter_t *character,
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int32_t x, int32_t y, int32_t width, int32_t height, int32_t tx, int32_t ty,
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int32_t i
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) {
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// Calc size for each pixel.
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float ps = 1.0f / (float)character->baseHeight;// Prefer Height
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float tpx = 1.0f / (float)character->texture->width;
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float tpy = 1.0f / (float)character->texture->height;
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// Center inside the character
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x -= (float)character->baseWidth / 2;
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y += (float)character->baseHeight / 2;
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quadBuffer(&character->primitive, 0.001f * (float)i,
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(float)x * ps, 1 - (float)y * ps,
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(float)tx * tpx, (float)ty * tpy,
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(float)(x + width) * ps, 1 - (float)(y + height) * ps,
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(float)(tx + width) * tpx, (float)(ty + height) * tpy,
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i * QUAD_VERTICE_COUNT, i * QUAD_INDICE_COUNT
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);
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}
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void _vnCharacterFaceBuffer(vncharacter_t *character,
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int32_t col, int32_t i
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) {
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_vnCharacterBuffer(character,
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character->faceX, character->faceY,
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character->faceWidth, character->faceHeight,
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character->baseWidth + (character->faceWidth * col),
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character->faceHeight * (i -1),
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i
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);
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}
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void vnCharacterUpdate(vncharacter_t *character, engine_t *engine) {
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uint8_t eyes, mouth, eyebrows;
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float t;
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// Setup frames based on the emotion.
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mouth = character->emotion % 0x04;
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eyes = (character->emotion/0x04) % 0x04;
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eyebrows = ((character->emotion/0x04)/0x04) % 0x05;
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_vnCharacterFaceBuffer(character, eyebrows, VN_CHARACTER_QUAD_EYEBROWS);
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_vnCharacterFaceBuffer(character, eyes, VN_CHARACTER_QUAD_EYES);
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mouth *= VN_CHARACTER_TALKING_FRAME_COUNT;
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if(character->talking) {
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t = animForwardAndBackwardScaled(mathModFloat(
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engine->time.current * animTimeScaleFromFrameTime(3, 0.2f), 1.0f
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));
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mouth += (uint8_t)(t * VN_CHARACTER_TALKING_FRAME_COUNT);
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}
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_vnCharacterFaceBuffer(character, mouth, VN_CHARACTER_QUAD_MOUTH);
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// float n;
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// // Update the blinking frames
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// n = (engine->time.current - character->blinkStart) * 3.0f;
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// if(n > 1.0f) {
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// character->blinkStart = engine->time.current + randFloatRange(
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// 1, VN_CHARACTER_BLINK_TIME_RANGE_MAX
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// );
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// } else if(n > 0) {
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// n = easeInQuad(easeTimeToForwardAndBackward(n) * 4);
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// _vnCharacterFaceBuffer(character,
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// (int32_t)n, 1, VN_CHARACTER_QUAD_EYES
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// );
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// }
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// if(character->talking) {
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// n = easeTimeToForwardAndBackward(
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// mathModFloat(engine->time.current * 1.6, 1)
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// ) * 6.0f;
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// _vnCharacterFaceBuffer(character,
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// (int32_t)n, 2, VN_CHARACTER_QUAD_MOUTH
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// );
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// } else {
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// _vnCharacterFaceBuffer(character,
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// 0, 2, VN_CHARACTER_QUAD_MOUTH
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// );
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// }
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// Update the scale frames for breathing / talk breathing
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float speed, amount;
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speed = 0.2f;
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amount = 90.0f;
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t = animForwardAndBackwardScaled(
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mathModFloat(engine->time.current, 1 / speed) * speed
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);
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t = easeInOutQuad(t) / amount - (1/(amount*2));
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character->scaleX = 1 + t;
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character->scaleY = 1 - t;
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}
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void vnCharacterRender(vncharacter_t *character, shader_t *shader) {
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shaderUsePositionAndScale(shader,
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character->x, character->y, character->z,
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character->pitch, character->yaw, character->roll,
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character->scaleX, character->scaleY, 1
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);
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shaderUseTexture(shader, character->texture);
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primitiveDraw(&character->primitive, 0, -1);
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}
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void vnCharacterDispose(vncharacter_t *character) {
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primitiveDispose(&character->primitive);
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} |